Tuesday, May 14, 2019

Maya Tools Demo

The bar for quality for characters on Quantum Break was high, but with a small team and the large amount of content required to hit that mark, there was a need develop tools and systems to help the team produce the best results as efficiently as possible. These were some of my contributions to the project.


 
Maya Tools from Omar Amador on Vimeo.

MotionBuilder Tools Demo

During my time at Remedy Entertainment working on Quantum Break, I had a hand in establishing the MotionBuilter toolset to manage the massive amounts of motion capture data for the dozens of cinematics sequences and hundreds of gameplay animations that made up the game.



MotionBuilder Tools from Omar Amador on Vimeo.